[opensource-dev] 2.0 Absolute Dealbreaker - script count feature request
trilobyte550m at gmail.com
Tue Sep 28 05:38:34 PDT 2010
Agreed, Yoz, it's definitely worth doing right and while it may be possible to get some stats with a viewer-based solution it makes sense that this should fall to the land team.
On Sep 28, 2010, at 1:57 AM, Yoz Grahame wrote:
> On 27 September 2010 23:22, Brandon Husbands <xotmid at gmail.com> wrote:
> I think the major issue boils down to the feature is a major thing for sim owners. I think the disconnection between the populace and LL is apparent in this request as the residents see it as a critical feature and ll sees it in a different view. But this list is not one to argue philosophy nor semantics.
> This thread is all of 17 hours old. It's premature to say that somehow we're already going against the wishes of our resident base when we haven't even had time to explore the many options here, let alone prioritise them.
> The code in question on the approach to how its done is not a bad one IMHO. Yes server side could probably implement it better but none of the non LL on this list have access to such things and must make do with what we are given. From continued use its not apparent to be laggy actually but I could be mistaken.
> In which case, we should consider that before we rush to an implementation which may end up worsening the problem that land owners need fixed.
> It's in everyone's interest to provide something like this. Reducing lag is a key part of the "Fast, Easy, Fun" initiative. Giving land owners better tools to deal with sim load is a great way to divide-and-conquer on the many causes of lag, not to mention making our highest-paying customers happier. But if it's worth doing then it's worth doing right, and the Land team needs time to design and prioritise it properly.
> -- Yoz
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